It looks like
TextBlock::text_set() (from the C++
UTextBlock::SetText()) is missing because the class
FText in UE4 C++) is not exported as a class.
When the engine scripts are generated, any methods that refer to classes that do not exist are omitted.
I’m pretty sure that is what is going on.
You are also not the first to ask for this:
The solution would be to add the
Text class and regenerate the reflected engine methods.
If you are ambitious enough to try this on your own, you would need the source for the SkookumScript plugin through GitHub and then add the bindings to a
Text class from the C++
The best example would be how
FName) is hooked up -
This is probably a lot to aim for while you are just starting out with SkookumScript.
We have flagged this as a priority though we are also in the middle of doing a bunch of contract work for Epic Games so we might not be able to get to it for a while.
If you are looking for help from the SkookumScript community then @error454 might be able to lend a hand.
Let us know how you would like to proceed.